| Prime Requisite: | STR and DEX |
| Requirements: | None |
| Hit Dice: | 1d6 |
| Maximum Level: | 14 |
Corsairs sail the seas in search of plunder and adventure. Some are independent pirates, and regarded as no better than bandits; but others follow their own codes, perhaps only targeting the ships of a specific nation, and some even have the patronage of crowns and governments, serving as a sort of auxiliary in wartime, raiding enemy shipping and ports. While pirates often have a deserved reputation for cruelty, others try to act honorably, refusing to harm anyone who does not actively resist them, and leaving alone the personal possessions of crews and passengers. Legendary corsairs often settle down as the rulers of port settlements and coastal domains—some having been rewarded by their ruler for service in war, but others having conquered these lands for themselves.
Corsairs live by the sword, and are excellent warriors. They can use any one-handed melee weapons and all missile weapons, and wear chain mail armor or lighter. They may fight wielding a weapon and shield or a weapon in each hand. At first level, corsairs hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels (as fighters). Corsairs also increase their base damage roll from successful melee or missile attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. They may use any magic item usable by fighters.
A corsair can climb walls, hide in shadows, and move silently as a thief. He can also backstab like a thief. All these abilities require the corsair to be wearing leather armor or lighter and to be free of a shield.
Corsairs are also experts at acrobatics, and gain +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps, or the deck of a ship. In lieu of moving during a round, the corsair may attempt a proficiency throw of 20+ to tumble behind an opponent in melee. The proficiency throw is reduced by 1 per level of experience. If successful, the corsair is behind his opponent. The opponent loses the benefit of his shield, if any, and the corsair can backstab his opponent (gaining +4 to his attack throw and bonus damage based on his level).
Corsairs are able seamen, and gain the Seafaring proficiency at 1st level, and again at 5th level (Sea-Raider) and 9th level (Pirate Lord). If they already have the proficiency thrice (a master mariner), they instead receive the Navigation proficiency; if they have that, they can choose any other class proficiency.
At 5th level (Sea-Raider), a corsair's frightening reputation inspires others to follow him. Any henchmen and mercenaries hired by the corsair gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the corsair's Charisma or proficiencies.
At 9th level (Pirate Lord), a corsair can build or conquer a pirate fortress. This fortress must rule a coastal or island domain. When he does so, up to 1d4+1×10 0-level mercenaries and 1d6 corsairs of 1st – 3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Pirate fortresses are otherwise identical to fighters' castles, as detailed in the Campaign chapter of the ACKS Rulebook.
Corsair Proficiency List: Alertness, Bargaining, Berserkergang, Blind Fighting, Bribery, Cat Burglary, Combat Reflexes, Combat Trickery (Disarm, Incapacitate, Wrestle), Command, Disguise, Eavesdropping, Fighting Style, Gambling, Intimidation, Mapping, Military Strategy, Navigation, Precise Shooting, Running, Signaling, Skirmishing, Skulking, Sniping, Swashbuckling, Weapon Finesse, Weapon Focus
| Experience | Title | Level | Hit Dice | Damage Bonus | Backstab |
|---|---|---|---|---|---|
| 0 | Pirate | 1 | 1d6 | +1 | ×2 |
| 2,300 | Freebooter | 2 | 2d6 | +1 | ×2 |
| 4,600 | Buccaneer | 3 | 3d6 | +2 | ×2 |
| 9,200 | Sea-Rover | 4 | 4d6 | +2 | ×2 |
| 18,500 | Sea-Raider | 5 | 5d6 | +2 | ×3 |
| 37,000 | Old Salt | 6 | 6d6 | +3 | ×3 |
| 75,000 | Corsair | 7 | 7d6 | +3 | ×3 |
| 150,000 | Terror of the High Seas | 8 | 8d6 | +3 | ×3 |
| 270,000 | Pirate Lord | 9 | 9d6 | +4 | ×4 |
| 390,000 | Pirate Lord, 10th level | 10 | 9d6+2* | +4 | ×4 |
| 510,000 | Pirate Lord, 11th level | 11 | 9d6+4* | +4 | ×4 |
| 630,000 | Pirate Lord, 12th level | 12 | 9d6+6* | +5 | ×4 |
| 750,000 | Pirate Lord, 13th level | 13 | 9d6+8* | +5 | ×5 |
| 870,000 | King of Pirates | 14 | 9d6+10* | +5 | ×5 |
| * Hit point modifiers from Constitution are ignored | |||||
| Level | Acrobatics | Climb Walls | Hide in Shadows | Move Silently |
|---|---|---|---|---|
| 1 | 20+ | 6+ | 19+ | 17+ |
| 2 | 19+ | 5+ | 18+ | 16+ |
| 3 | 18+ | 5+ | 17+ | 15+ |
| 4 | 17+ | 4+ | 16+ | 14+ |
| 5 | 16+ | 4+ | 15+ | 13+ |
| 6 | 15+ | 4+ | 14+ | 12+ |
| 7 | 14+ | 3+ | 12+ | 10+ |
| 8 | 13+ | 3+ | 10+ | 8+ |
| 9 | 12+ | 3+ | 8+ | 6+ |
| 10 | 11+ | 3+ | 5+ | 4+ |
| 11 | 10+ | 2+ | 4+ | 2+ |
| 12 | 9+ | 2+ | 3+ | 2+ |
| 13 | 8+ | 1+ | 2+ | 1+ |
| 14 | 7+ | 1+ | 1+ | 1+ |
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1 | 15+ | 14+ | 16+ | 16+ | 17+ | 10+ |
| 2–3 | 14+ | 13+ | 15+ | 15+ | 16+ | 9+ |
| 4 | 13+ | 12+ | 14+ | 14+ | 15+ | 8+ |
| 5–6 | 12+ | 11+ | 13+ | 13+ | 14+ | 7+ |
| 7 | 11+ | 10+ | 12+ | 12+ | 13+ | 6+ |
| 8–9 | 10+ | 9+ | 11+ | 11+ | 12+ | 5+ |
| 10 | 9+ | 8+ | 10+ | 10+ | 11+ | 4+ |
| 11–12 | 8+ | 7+ | 9+ | 9+ | 10+ | 3+ |
| 13 | 7+ | 6+ | 8+ | 8+ | 9+ | 2+ |
| 14 | 6+ | 5+ | 7+ | 7+ | 8+ | 1+ |